Ranger Archive
Thread: Why can't rangers have weapons
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Shobi-T
Sat Dec 18, 2004 5:33 am
#1
I was wondering if someone only took scout at the start they wud be forced really to get a combat skill as you would need to kill the animal, so why can't ranger/scout have a weapon, i wasn't thinking like a sword or anything like that, i was thinking maybe a bow, and tey upgrade the bows by giving you different to make, eg u start with a plain arrow, then when u get to master ranger u have arrows what have diseased spikes or poison spikes, i am putting this up to here everyone elses views aswell.
Tarnak_Archvold
Sat Dec 18, 2004 6:31 am
#2
We have more then the 140, or so, skill points needed to master ranger, and we are supposed to mix and match skill boxes from different profession to get the abilities we want.
So you take a mastery of ranger (or less if you prefer that), and then some of whatever combat skill goes with the weapon of you choice, and what ever else you think you need and have SP enough for.
The system is very flexible, and you can tailor whatever template you want, only your imagination set the limit.
And BTW you could use a pet of some kind to do you fighting for you, thus you would not need any weapon skills.
So you take a mastery of ranger (or less if you prefer that), and then some of whatever combat skill goes with the weapon of you choice, and what ever else you think you need and have SP enough for.
The system is very flexible, and you can tailor whatever template you want, only your imagination set the limit.
And BTW you could use a pet of some kind to do you fighting for you, thus you would not need any weapon skills.
Owen-Lars
Sat Dec 18, 2004 7:08 am
#3
IMO and i know Nemo agrees with me here is that instead of forcing rangers to be either ranged or melee (which a single ranger weapon would) why dont we just have traps as the ranger weapons?
If you add a bow as the ranger weapon: The melee guys are less off
If you add a hunting knife: The ranged guys are less off
If you make our traps offensive/defensive/crowd control: Everyone is happy because they can usetheir melee or ranged combat skills too.
A bow ranger weapon would be nice, for pulling (perhaps always single pull?)or applying disease/poison/bleeds/fire to a creature via arrowsbut the melee orientated people may feel less comfotablewith the change. Ofcourse this could be the opposite for some people as they would see a ranged weapon as something to enhance their melee templateso they also have ranged viability.
Traps could be broken down intotwo catagories, these being:
Wilderness Traps:
- In Combat
- Pre-Combat (Ground Based)
Thrown Traps:
Example of such traps would be:
Wilderness Traps: IN COMBAT
These are meant to illustrate the ranger using the wilderness to his/her advatange whilst in combat.
- Slippery Leaves: The ranger notices a small patch of slippery leaves in the undergrowth and leads the target over them causing them to kd for 5 seconds.
- Exposed Roots: The ranger notices a patch of explosed roots and leads the target over them causing the target to beslowedfor aperiod of time whilst they traverse the dangerous root patch.
- Everkill Nettles: The ranger notices a cluster of everkill nettles and leads the target into them causing serious wilderness damage to the target.
Wilderness Traps: PRE-COMBAT
These illustrate the prepered traps that require the target to run over in order to activate thier effects.
- Log Crush: Two logs suspended in the canopy. When the player trips the wire, both logs swing and crush the player causing KD and extreme wilderness damage.
- Groin Slash (a favourite): The ranger sets up a very sharp green wood trap that when triggers whips up from the undergrowth and slashes the player in the nether-regions causing severe bleeding.
- SnakePit: The player falls down a pit into a pool of dangerous snakes that bite the player causing poison effect.
Thrown Traps:
These traps are techological in terms of their effects which are thrown at the target to cause certain effects.
-Sonic Pulse: Target is imobilised due to intense shockwave and have all combat defenses removed for a period of time.
-Tranquiliser (creature only): Imobilises the creature until attacked, the ranger can use this trap indefinatly. Used to control the combat situation (mezzer).
-Teltak Dart (creature only): Using the extract from the teltak plant this trap sofens the creatures skin/shell making them more susseptable to damage. Thisincreases damage taken by the creature by 25% (in addition to a 25% always on ranger creature damage increase)
There are lots of ideas we could have for both offensive/defensive/crowd control traps which could fit our weapon desires without aiming towards a particular playstyle.
icarus-uk
Sat Dec 18, 2004 7:09 am
#4
"only your imagination set the limit."
That and the limited number of skill points available.
Many rangers want some kind of ranger weapon tree, similar to that of a bounty hunter for example. Its in the outdoorsman proposal I believe. All signs from the dev team say we wont get a weapon tree as we are supposed to be some kind of "support role".
That and the limited number of skill points available.
Many rangers want some kind of ranger weapon tree, similar to that of a bounty hunter for example. Its in the outdoorsman proposal I believe. All signs from the dev team say we wont get a weapon tree as we are supposed to be some kind of "support role".
Owen-Lars
Sat Dec 18, 2004 7:36 am
#5
Also consider the fact whenever a ranger weapon discussion has developed the melee vs ranged issue always presents itself. Should it be melee, shoud it be ranged or should we have both?
Kaltien
Sat Dec 18, 2004 7:37 am
#6
icarus-uk wrote:
"only your imagination set the limit."
All signs from the dev team say we wont get a weapon tree as we are supposed to be some kind of "support role".
it hurts everytime I hear that
Owen-Lars
Sat Dec 18, 2004 7:56 am
#7
The devs dont know for sure what ranger will be like and what role we will havebecause we have asked for it so many times and they said they will come to it when the ranger revamp happens.
Nothing is ever set in stone and we have the community that can change things for the better. I dont think any forum comes close hiting the creativity levels we have and i know the devs like the ideas they have seen. They may takeour ideason board, they may not, but we can definatly open their minds to what potential this profession has.
Huntseeker
Sat Dec 18, 2004 9:09 am
#8
a few things I personely would like to see:
Crits Welcome
- Traps which cann effect players/npc's as well as creatures
- A ranger set of ranger specfice weapons, melee (javin or spear, hunting dagger) and ranged (Bow, Sling, elephant gun? also wrap in conceal shot here on the ranger skills (maybe MR?))
- Camo which can hide from site (maybe not radar, but at least doesn't give faction info)
- The ability to add toxins, diesaes to, or animal parts to weapons (ok we've all seen the dot weapons and the combat medic skills but it would allow us to use items from animals we harvest there and then, ok it may not be as good as a weaponsmiths job but still something to consider)
- Ranger Specific Tailor goods (Ghillie suit?)
- Allow Camo to be used by others (they can spray it (whatever) on and use on other's without any level of ranger being near) Allows a market place offer?
Crits Welcome
Message Edited by Huntseeker on 12-18-2004 04:23 PM
JBMat
Sat Dec 18, 2004 10:45 am
#9
We do have weapons, pick any profession you want and go for it.
I do agree we should have a Ranger weapon, and I like the idea of a Bow. It's "Rangery", intrudes on no other combat profession, and I believe the melee people would enjoy having something that can strike past their normal range. I also think that the ability to use this weapon starts at Novice Ranger, and progresses up the trapping tree, where you get to make different types of arrows. Tie the types of arrows into the types of traps we get as Scouts/Ranger and we would have some decent stuff.
I disagree on traps affecting NPCs and Players. We are creature hunters, not moronic BHs. They stupidly whined out of having any traps, and I hope any chance of getting to trap NPCs/Players. I do think we should be able to trap pets, the creature kind. This would make us the foil to CHs and their critters in PvP.
Camo is a dead issue re: invisibility. Ghillie suits are nice though.
And Karniku, about time you showed up, you noob you. Put your galaxy in there.
JB
Message Edited by JBMat on 12-18-2004 09:47 AM
Huntseeker
Sat Dec 18, 2004 11:00 am
#10
JBMat wrote:And Karniku, about time you showed up, you noob you. Put your galaxy in there.
Lol have done... Know who do i know from the night stalkers.........
Huntseeker
Sat Dec 18, 2004 11:19 am
#11
interesting fact on the ghille suit it was invented by Scottish hunters and poachers before being used by snipers
Owen-Lars
Sat Dec 18, 2004 2:08 pm
#12
Bah made a massive post suggesting arrow heads (for all damage types), specials (ranged and melee) and their uses but forum ate it 
Basically interchangable arrow cores/heads that allow us to adapt our weapon to take advantage of the creature's weaknesses.
Message Edited by Owen-Lars on 12-18-2004 09:09 PM
Huntseeker
Sat Dec 18, 2004 2:19 pm
#13
I cann't see why, basicly if u look at it, it is offering everyone the option to use a melee/ranged weapons specialy for rangers ok it ain't a gun or an axe etc, however think about our skills. In RL if you use a gun etc hunting most likely you'll either scare off the wild life when it goes off, or the fact that in some animals you shoot it with a gun the quality of meat is lost, where if you kill it with an arrow, it's a more silenced kill (higher quality of meat?)
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